Fabiana Lorenzi, Lucas Curtinaz Dumer, Rafael Freitas Vernetti, Diego S. Pereira, Eliseo Reategui, D. Epstein
{"title":"Serious Games Tools to Support the Literacy Process","authors":"Fabiana Lorenzi, Lucas Curtinaz Dumer, Rafael Freitas Vernetti, Diego S. Pereira, Eliseo Reategui, D. Epstein","doi":"10.4018/978-1-5225-5790-6.CH005","DOIUrl":null,"url":null,"abstract":"The use of technologies in the teaching-learning process is constantly growing. In the process of literacy, for example, different learning objects have been developed. Literacy may be defined as the ability and confidence to engage with language to acquire, construct, and communicate meaning in all aspects of daily living. However, it is usual to find students with difficulties in writing and reading. Serious games are a kind of technology that has emerged to help students in the learning process. They present a playful environment that spark the interest of the student and motivates him to explore, research, and reflect on the content presented. This chapter presents three serious games developed to support students in the reading and comprehension of text.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"42 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Handbook of Research on Immersive Digital Games in Educational Environments","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-5225-5790-6.CH005","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
The use of technologies in the teaching-learning process is constantly growing. In the process of literacy, for example, different learning objects have been developed. Literacy may be defined as the ability and confidence to engage with language to acquire, construct, and communicate meaning in all aspects of daily living. However, it is usual to find students with difficulties in writing and reading. Serious games are a kind of technology that has emerged to help students in the learning process. They present a playful environment that spark the interest of the student and motivates him to explore, research, and reflect on the content presented. This chapter presents three serious games developed to support students in the reading and comprehension of text.